Gimlog wrote: » @Mojottv if a big guild as all his member in one node , it's a bad guild ... We don't know much of nodes augments, but there is no way one node type get a augment that is the best for all classes. You'll have to split member in the 4 nodes types. And so you'll have less influence on nodes but you'll get the benefits of the 4 nodes types that make your guild stronger.
Littlekenny21 wrote: » If the combat system is done reasonably well, there should be groups that specialise in these sieges and can easily take on pve focused guilds of double the size. Winning the siege is the only incentive they would need. That's the group I would want to come under but don't have much faith the combat system will work well for large scale PvP.
Tyrantor wrote: » I think you're both saying "Combat" but the reality is what needs to be "good enough" for that type of a scenario to play out is how much players can actually customize their characters. If attribute and skill point allocation allows us to create very specific playstyles, group focus and strategic builds for PvP that allows us to counter specific strategies then Yes that would make the "combat" good enough in a way that a smaller group can compete against the odds. However if the game is going to have relatively generic attribute allocations where 10 additional points in specific attributes has minimal to no real meaning and the game will rely solely on these "buffs" to level the playing field by essentially buffing the characters for us that just sounds like some WoW type of balance mechanic. Players should be rewarded for understanding how to build characters with attributes, skills and equipment and that is what should give smaller groups an advantage over larger ones more than any buff the game is going to offer in addition to.